I bought a Roku 1 to make sure my game looks ok in SD mode, and much to my surprise the game ran very poor on the Roku 1. I knew that Roku 3 was more powerful, but hadn’t realized how much. Well after many hours of work I have sifted through my code and made corrections to optimize the game in as many places as I possibly could. I do notice an improvement in the performance but even if I disable all extra scripts (like collision detection and such), set screen.SetAlphaEnable(false), disable all DrawText(), and remove the scrolling background, I still don’t get flawless playback. I used roTimeStamp to see what was taking the most time to process and essentially all of my scripts were 0-1 milliseconds but the screen.DrawAll() would peak at about 18-20 milliseconds when the screen was full. This tells me that there is just simply too many sprites that the Roku is trying to draw on the screen in a short amount of time.
So the main question is, is it acceptable to release the game to be available on slower devices, even if it doesn’t play at the highest fps all the time? It really reminds me of back in the day when I had an under powered desktop trying to play a higher end game. It’s not like there are glitches or unexpected lag, but if the screen is full of a lot of stuff, things slow down a bit.
To me it seems Roku 1 users would be understanding considering even the main screen runs slow at times lol.
One side note on the Roku 1, there is something strange with the RF remote, If you hold down a button (even if my game is not designed to do any action with that button, * for instance) it will cause the fps to drop. Which is unfortunate because my game involves a lot of holding down buttons.
Also if anyone has any additional tips on increasing performance I would of course be open to them.
Thanks.
